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The next talk is by Tim from Vertigo Games, about VR games and PCG in Unreal. It’s moving a bit too fast for me to live post it, but I appreciate this slide of generated as well as manually placed camera visibility points for automatic triangle culling. (Memories of visgroup calculation in Hammer)
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But then they have to convert all these instances to actors 😱 Apparently this is due to HLOD generation reasons, and he says he knows this sounds nuts. (To be honest I don’t understand this too much. Maybe @joewintergreen.com has thoughts on this?)